Are you using immersive technologies in archaeology or heritage education (formal and informal)?

Join us in Oxford, April 2020, at the CAA conference to critically discuss your experiences & test some examples…

iN Deep - CAA Conference CFPElaine Sullivan (University of California, Santa Cruz), Paola Derudas (Lund University) and I are excited to announce the call for contributions to a session that we will host at the upcoming Computing Applications in Archaeology conference in Oxford, UK, 14-17 April 2020.

We seek individuals who have been using immersive technologies – virtual reality, augmented reality, mixed reality or other XR methods – in their archaeology/heritage classrooms or informal educational settings. Have you been applying these technologies for formal or informal pedagogical purposes and evaluating their effects? If so, this session is for you!

We are specifically looking for critical discussion of the outcomes of using such tools for teaching and learning. We are interested in how the evaluations that you’ve done can help to inform future design, development and curation of immersive teaching & learning aids. We also hope to enable conference attendees to actually try out these technologies during the session so that everyone can contribute to a dialogue about how we critically analyse and evolve them.

A full description of our session is below. Deadline for applications is 31 October, and instructions on how to submit an abstract are available on the CAA Conference webpages.

Please don’t hesitate to get in touch if you have questions! And hope to see you there.

S26.  iN Deep: Cultural Presence in Immersive Educational Experiences (Other)

Convenors:

Elaine A. Sullivan, University of California Santa Cruz
Sara Perry, University of York
Paola Derudas, Lunds Universitet

Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (XR) technologies are increasingly incorporated into university classrooms and public education in the GLAM sector (galleries, libraries, archives, and museums). The potential to use these technologies to engage students and the public with archaeological knowledge (such as site reconstructions, artefacts, or re-imagining the activities of past peoples) is exciting, but these forms of representation, including the use of individual headsets, tablets, and personal mobile phones, come with particular challenges. In his book Critical Gaming (2015), Eric Champion argued that virtual realities should express ‘cultural presence,’ the meaning and significance of a time, place, or object to people of the past. Hyper-reality, photogrammetry, and ever-increasing levels of ‘accuracy’ in 3D models do not inherently convey aspects of cultural significance and meaning, and many VR/AR/XR experiences fall dramatically short of the goal of expressing the importance of past places and things to their original communities. Emphasis on technological and (especially) hardware innovation often deflects attention from critically engaging with questions of meaning-making.

This panel asks those creating or intensely using Archaeology VR/AR/XR to focus NOT on software, hardware, or the latest technical innovations, but on how we as archaeologists can better designcreate, or curate experiences that inspire and educate students and the public on the cultural importance of archaeological spaces, objects or themes. What are successful techniques to aid a visitor to better understand the original context of an object now placed in a (often far off) museum or gallery? How can university instructors incorporate the (problematically individual) headset or mobile experiences into pedagogy to provide meaningful and active student learning? How can complex data be usefully layered or curated so that multiple types of museum visitors or classes could find it informative and emotionally resonant? How can we turn these increasingly popular technologies into serious spaces of cultural learning and curiosity, moving beyond the initial ‘wow’ factor?

Format

Instead of traditional 20 minute talks, we request that participants present 8-10 minutes in depth on one VR/AR/XR experience they have designed and/or utilized in a university or GLAM setting (not a general review of multiple types of work). We ask participants to present and explain aspects of design and interaction and their intent in that experience; or, if the content was not designed by the presenter, how content was incorporated, curated, or enhanced for the classroom or GLAM experience. Specifically, we ask presenters to think thoughtfully and critically about how we might collectively learn to use these technologies in more informed ways, including: What types of interactions with students or the public have shown promise, and how might we build on those successes? What practices have not worked, and how might we learn from our failures? What particular aspects of archaeological and cultural heritage knowledge are best emphasized in the VR/AR/XR experience? What is key to re-using content created by others, including content created by non-archaeologists?

The session will be divided into four sections:

  • 1st group of presentations, ~five presenters (10 minutes per presentation)
  • a ~30 minute ‘hands-on’ period** where participants and the audience will be able to engage/interact directly with the presented content from both presentation groups
  • 2nd group of presentations, ~five presenters (10 minutes per presentation)
  • concluded by a ~30-minute Q&A session for the full group of presenters and audience

We hope this format will allow the audience to engage directly with the content before opening up the session for questions and comments. The goal is to turn this session into a workshop that helps all present work more critically with VR/AR/XR content and improve how we communicate scholarly information at the university and GLAM setting.

**We therefore ask participants to commit to bringing their discussed content uploaded or downloadable in some format that can be shared directly with others: including (but not limited to) VR headsets, Google cardboard, AR apps pre-installed on tablets or smart phones, etc.

References

Champion, E. (2015). Critical Gaming: Interactive History and Virtual Heritage. Ashgate Publishing, Ltd.

Workshop on the Co-Design of Digital Experiences in Archaeology, 1-2 April, 2019

Join us in York in April 2019 for a 2-day workshop exploring co-design for digital archaeology/heritage projects…

 

Co-design of digital experiences in archaeology
Designing with and for your audience… join us in York to develop user-driven digital experiences for archaeology and heritage. Photo thanks to Sarah Drewell and the York Young Archaeologists’ Club (https://www.yac-uk.org/clubs/york)

Francesca Dolcetti, Rachel Opitz, and myself are very excited to announce that we will be hosting a workshop in York in April on digital experience co-design for archaeologists and heritage practitioners. Generously sponsored by the EU Cost Action ARKWORK, and linked to our forthcoming roundtable on User Experience at the CAA conference in Poland, this two-day event will entail small groups working together through a four-phase model (case study description, experience design, prototyping, & evaluation), towards the creation and critique of mock-up digital archaeology/heritage experiences.

We are seeking a small group of interested participants to join us for this expenses-paid workshop on 1-2 April. To be eligible, you must be a member of ARKWORK, and you can apply to join via ARKWORK’s ‘join us’ page. We are particularly keen to support participants from Inclusiveness Target Countries: Albania, Bosnia and Herzegovina, Bulgaria, Cyprus, Czech Republic, Estonia, Croatia, Hungary, Lithuania, Latvia, Luxembourg, Malta, Montenegro, Poland, Portugal, Romania, Slovenia, Slovakia, the former Yugoslav Republic of Macedonia, Republic of Serbia and Turkey.

Please read below for a fuller description of the intent of the workshop, its schedule, and how to apply. The deadline for expressions of interest is 16 December. We hope to host you in York!


Co-Design of Digital Experiences in Archaeology, 1-2 April, 2019

King’s Manor, University of York, York, UK

User experience (UX) is a critical component of effectively mobilizing legacy datasets and collections in archaeology. In this sense, it is crucial to the success of the discipline as a scholarly, professional and pedagogical pursuit. However, our understandings of UX in archaeology, and our tools to facilitate UX design and evaluation, are arguably negligible. This workshop is focused on the interdisciplinary co-creation and user testing of digitally-mediated experiences geared at archaeological sites and collections. It aims to provide a forum for testing the benefits of design strategies and tools coming from the field of Participatory Design, and devising a digital publication work pipeline that involves end users and stakeholders from the outset. We seek to bring together a multidisciplinary group of researchers and practitioners working in the field of archaeological knowledge production, use and communication.

The activities proposed here will provide practical experiences on how to integrate archaeological data, storytelling and digital platforms to encourage professional and wider public engagement with the past. Moreover, the workshop aims to foster reflections on the importance of evaluation and iterative design, especially within the prototyping phase, to create experiences bespoke to diverse users’ needs and expectations.

The workshop is organised as a two-day event with participants working in 4 groups, structured in four phases:

  • case study description: each group will work on a preselected case study and articulate its basic information and available sources (metadata/paradata);
  • experience design: each group will define both contents and intended audience, what kind of message they intend to convey and how to structure the experience;
  • prototyping: each group will build a 2D/3D paper mock-up to visualise the experience and make it tangible;
  • evaluation: each group will act as end users and cross-evaluate other groups’ experiences.

1 April

9.30-10.00 introductions

10.00-10.30 coffee break

10.30-11.00 introduction to the aim and structure of workshop activities

11.00-12.30 activity 1: case study description

12.30-13.30 lunch break

13.30-15.30 activity 2: experience design

15.30-16.00 coffee break

16.00-17.00 discussion

19.00 Social dinner

2 April

9.30-10.00 resume activities

10.00-10.30 coffee break

10.30-12.30 activity 3: prototyping

12.30-13.30 lunch break

13.30-16.00 activity 4: evaluation

16.00-16.30 coffee and final discussion

Call for participants

We are looking for 16 participants who

  • are working on projects focused on the creation of digital resources related to archaeological collections and heritage sites;
  • have research interests in UX design, UX evaluation and participatory design fields.
  • Are a member of COST Action ARKWORK.  If you are interested in joining the action please contact the workshop organisers, and submit an expression of interest at https://www.arkwork.eu/join-us/

If you are interested in participating in this workshop, please send a short expression of interest (no more than 150 words) to Francesca Dolcetti (fd648@york.ac.uk).

Deadline for expressions of interest is Sunday 16 December 2018.

Participation to this event is open to Arkwork members only. If you are interested in joining the Action please contact the workshop organisers, and submit an expression of interest at https://www.arkwork.eu/join-us/

digiTAG 2: Archaeological Storytelling and the ‘Digital Turn’ – CFP

 

digitagii
Join us in December 2016 at the TAG conference in Southampton (19-21 Dec). Please email James (james.s.taylor@york.ac.uk) with questions & proposals!

I’m so pleased to announce that Dr James Taylor and myself will be hosting a follow-up to our successful first digiTAG (digital Theoretical Archaeology Group) event held in Oslo in the springtime. Sponsored by both TAG and the CAA (Computing Applications in Archaeology), digiTAG II will feature at the TAG UK conference in Southampton, 19-21 December, 2016.

Our aim through the digiTAG series is to deepen our critical engagements w digital media and digital methods in archaeology and heritage. digiTAG II seeks to focus our thinking specifically on digital tools as they are enrolled in creating stories about the past. To this end, we are looking for contributors to talk about, experiment with, involve or otherwise immerse us in their archaeological/heritage storytelling work.

Such storytelling work may entail innovating with:

  • lab or excavation reports
  • recording sheets
  • maps, plans, section views, sketches, illustrations, and other forms of on-site visual recording
  • collections and databases
  • data stories or data ethnographies
  • digital data capture (survey, photogrammetry, laser scanning, remote sensing, etc.)
  • artefact or museums catalogues
  • digital media forms (VR, AR, videogames, webpages, apps, etc.)
  • books or manuscripts
  • articles, zines, comics, news reports, art pieces
  • audioguides, podcasts, music or sound installations
  • maps, trails, panels, labels, guidebooks, brochures, and other forms of interpretation & interpretative infrastructure
  • touch maps, handling materials/collections, tactile writing systems, 3d prints, models & more!

We welcome both traditional conference papers, as well as more experimental forms of (analogue or digital) argumentation, narrativising and delivery of your digiTAG II presentation. Please submit your abstracts (up to 250 words) to james.s.taylor@york.ac.uk by 15 November.

We hope to hear from you & don’t hesitate to contact us with questions. The full CFP is copied below:

TAG and the CAA present…

digiTAG 2: Archaeological Storytelling and the ‘Digital Turn’

Session organisers:

Dr. James Taylor (University of York) – primary correspondant.

james.s.taylor@york.ac.uk

Dr. Sara Perry (University of York)

sara.perry@york.ac.uk

Abstract:

In April of 2016 the Theoretical Archaeology Group (TAG) teamed up with the Computer Applications and Quantitative Methods in Archaeology (CAA) conference to run a successful Digital TAG (digiTAG) session in Oslo, Norway. This session sought to question, challenge, appraise and reconceive the epistemological and research-oriented implications of the digital turn in archaeology, including its larger social, political and economic consequences.

That event, building on a long history of engagement with digital processes and digital media at both the TAG and CAA conferences, brought together 15 practitioners from around the world working in all domains of archaeology–from the lab to the field, from the museum to the classroom. Here they situated their (and others’) use of digital technologies within wider theoretical contexts, and with critical self-awareness, thereby opening up a space for rigorous evaluations of impact and reflections on overall disciplinary change. digiTAG 2 now aims to build upon the success of the first digiTAG, extending critical conversation about the discipline’s digital engagements at a finer-grained level in concert with a diverse audience of theoretical archaeologists.

However, digiTAG 2 seeks to narrow our discussion, in specific, on the concept of digital storytelling and the ramifications of the digital turn on larger interpretations of the past. Given the frequency and intensity with which digital media are now enrolled to structure, articulate, visualise and circulate information for the production of archaeological narratives, we invite participants to present papers that critically consider the impact of the digital turn upon archaeological interpretation and archaeology’s many stories.

Whether you direct your digital engagements at professional, academic or non-specialist audiences – whether you deploy digital tools for data collection, data analysis, synthesis, and dissemination or beyond – we ask, how are your stories affected? Does the digital enable new and different narratives? Does it extend or narrow audience engagement? When does it harm or hinder, complicate or obfuscate? And when – and for whom – does it create richer, more meaningful storytelling about the past?

To explore these questions, we encourage both traditional conference papers, as well as more experimental forms of (analogue or digital) argumentation, narrativising and delivery of your talk. Ultimately, digiTAG 2 aims to delve into the critical implications of archaeologists’ use of digital technologies on processes of knowledge creation.

Submit titles & abstracts (up to 250 words) to james.s.taylor@york.ac.uk by 15 November 2016.